Durmin is here to give you the crash course on the playable jobs in Final Fantasy XIV, starting with the four based in Limsa Lominsa!
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0:00 – Introduction
2:00 – WARRIOR
4:43 – SCHOLAR
8:54 – SUMMONER
12:43 – NINJA
16:26 – Wrapping Up
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Edited by Daniel Floyd
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Bad timing on the Ninja tutorial as literally next week trick attack is being significantly changed. Not in a way that removes it or changes how the job works fundamentally, but will mean that ninja will have a way different place in endgame with way different rotations (what skills you do in what order).
Both summoner and scholar got my interest.
This was honestly a pretty great introduction to the jobs mentioned! I just feel compelled to go into a tiny bit more detail about Ninja, which is maybe my favourite job at the moment:
– One key feature of Ninja that wasn't mentioned here is Huton, which is actually one of the many Mudra combinations. This shortens your Global Cooldown for weaponskills by a pretty significant amount. In English, this means that Ninja's regular weapon combo attacks come out noticeably faster than most other combat jobs. Part of Ninja gameplay involves using certain skills to make sure you keep this effect active at all times.That fan-like gauge you saw on-screen lights up with a timer showing how long it'll remain active.
– Trick Attack, mentioned at the end, is a core pillar of the Ninja's gameplay. Every minute, you use this skill and get a 15 second window of increased damage where you want to unleash all of your powerful skills as quickly as possible. This makes Ninja one of the more burst-oriented jobs; at higher levels, that 15 second window gets very busy with loads of buttons to press, but between Trick Attacks, while there are still things to think about, it's a lot more relaxed and you're mainly doing your 1-2-3 combo while waiting for the next Trick Attack where you'll once again be dishing out all of the abilities and resources you've been saving. Most jobs have burst windows like this when their big buffs come up, but this dichotomy between the super busy Burst and the relaxed phase between bursts feels most pronounced in Ninja of all the jobs I've tried, and it appeals to me very much.
(note: Trick Attack is getting changed in the next patch to only boost the Ninja's damage, while the party buff is moving to a different skill with a longer cooldown. I'd be surprised if this had a big effect on how the ninja plays, however).
– As you might have noticed, the Mudras Dan was using have two charges, with one charge refilling every 20 seconds. Given the nature of the trick attack burst window I mentioned, you usually want to be saving these for your big burst, but these charges give you some flexibility; since Ninjutsu skills include some strong ranged attacks, you could opt to use a mudra charge to maintain offense on a boss while you can't be in melee range (and doing so is often worth it even if it slightly weakens your burst). At max level Ninja actually gets a few more skills that help with situations like this, and using these tools to adapt to the fight is another aspect of the job I find gratifying!
Looking forward to the next job introductions video!
Summoner and Scholar are like that because 2.0! When they were making ARR they really wanted to add more jobs and it was really obvious they needed a second caster and a second healer. Developing two entirely separate jobs would be a lot of work, though, so they figured they could save development time if they built them with shared foundations. Since then they've pushed them further apart so that mechanically there's almost no overlap, just a base class they both spend the first 30 levels on.
Hey Dan, for another one of these "non story" videos, could you do an explanation of "Astral Age"/"Umbral Age" we hear a lot of in the game? I've got the impression than Umbral is supposed to be a sort of "dark age" and Astral an "enlightenment", but things actually seem to be worse in the post-ARR game, after a new Astral age is declared.
free trial SCH-main opinion! scholar is nice for learning to heal! assuming your tank doesn't pull big without asking, having fairy healing as a buffer helps keep the anxiety down (and gives you a little wiggle room if you happen to get some damage-dealing tunnel vision), and adloquium giving a barrier in addition to health helps your MP stretch more if you're on the cautious side or aren't used to MP management. the main issue is that you have to stay on top of everyone's health, since your emergency heals cost [job resource] and you don't unlock the first one, lustrate, until lv 45. physik sure is here, but it's not a good comfortable amount of health when you're already scared; the best you can do until lustrate is adloquium and pray. (specifically, pray for the bonus barrier from a crit. tossing in a physik at specific times is more MP-efficient but explaining why is long and you can get it by reading your tooltips. always read your tooltips!)
Make eye contact, straight posture, firm hand shake, press Inner Release and Fel Cleave a lot (or three times now).
"You can use it to BAMF around the battlefield." Not sure if I should take that as an onomatopoeia or an acronym, but regardless it was unexpected and great
between hide and mug i'm convinced rogue is the secret 4th gatherer, for monster parts
The trick I used for learning the ninja mudra was using the meaning of each symbol – the quest gives you the first few, for instance ten-shi is heavens-earth, which makes a lightning bolt. Jin is Man, so I’d make little stories for each combination – Man ascends from Earth to Heaven = a speed buff to yourself. (Technically, this isn’t quite how the mudra work, there’s multiple combinations for each result, but it’s a handy learning tool)
I tried Invoker (dota) for a while so that Ninja Job looks very fun. Also keeping an bunny on your Head all the time and putting out perfect damage at the same time seems very hard.
Hi dan
well it seems a lot has changed since I last played ninja or I really don't remember those skill from before or if that's just something added to level jumping, or maybe I never made it out of rouge. Also the "you become a cooler version of your class" is very reminicent of old job/class systems of early Final Fantasies.
Are you telling me that Ninja is bizzaro-Invoker? (in fairness, I guess it got ported to fighting games with Blazblue's Platinum, so MMOs are wholly fair game, I suppose.)
So Ninja is just like playing Magicka in FFXIV? Neat!
I've still got some catching up to do on your story playthrough.
But man am I enjoying how you just explain the features of the game to non FF14 player viewers.
The presentation is top notch and easy to digest. It's very entertaining even to someone who has played the game to death on multiple alts lol.
no damcer?
Man, these primers are awesome! Makes me excited for Monk, Red Mage and Sage, if we ever get to them. The themes of these three are right up my alley xD
I think the one thing I will add that Dan could not show as I think all of the jobs shown with Durmin are only 80 is the level 90 skills as they are indicative of direction that all the jobs go at the end of the leveling process.
Warrior (WAR) – Inner Release gets an added effect to let you do another really Big hit that is guarantee to Crit and Direct Hit and bring you into range of the boss. This is a skill you use once envery minute
Scholar (SCH) – Get a soon to be slightly nerfed skill that reduces the party's damage by 10% and gives everyone in the party sprint for 20s soon to be nerfed to 10s
Summoner (SMN) – You get to summon in Big versions of Ifrit Titan and Garuda that do effectively the same thing but BIG. Much flashy. The level 86 skill is a bigger game changer but not talking about that
Ninja (NIN) – Gets 2 new skills that are unlocked by doing another action (this is called proccing in MMO parlance) said action being the lightning version of the mudra, Raiton. You use this proc to either gap close to the enemy or perform a strong melee range hit. Both skills do the same damage. Note this might change in a week as it is not a well liked skill by ninjas
One note about Ninja's (limited) applications on Hide that isn't mentioned is that it can also restore any missing Mudra charges out of battle. Very helpful between packs or before dungeon bosses (that way you can also have the bunny on your head before a big fight.)
I dunno, Dan, the ability to Summon Bunny at will sounds like the Ninja's best feature to me.
Don't forget the best part about SMN. Once you hit 90 your mini summons will turn into full size versions and make it impossible to see anything that's happening (you can adjust the size of summons but where's the fun in that)
So is there a narrative reason why the Summoner uses tiny primals in combat? Is anyone in-universe bothered by it, or do they not notice or care?
Ninja run and Ninja jump…. Just saying!
as a little hint for storyplayers who also like the crafting and gathering system. it might be a good idea to level a gatherer with roughly the same level as your questing job. Gatherers have the "sneak" ability which lets all enemies up to a few levels above your gatherer's level ignore you, which is more or less like stealth in the open world, letting you move around quickly even while mounted.
The downside is, to click quest objectives or to fight enemies, you have to change back to your combat job and usually, you also have to regenerate health or heal up. it may be tricky to find a calm spot to change clothes, but fighting might take even longer.
So excited to see you getting into FFXIV, your input and view on things is always eye-opening
i really love the new version of summoner. it's super flexible and mobile, and I love the HUGE summons that make big splashy move.
iam probably in the minority of summoners that use max size pets because I love seeing huge monsters SMASH. i'll only make them smaller if i litterally can't see what's going on, lol.
my only complaint is that you have to choose between being DPS efficient by using your swiftcast for your DPS, and saving swiftcast in case someone dies.
There's a job for everyone in this game. Some jobs that I just can't wrap my head around are skillfully played by friends of mine, and likewise I'm the master of some jobs they hate to play. And don't assume your playstyle will lock you into one "type" of job. I have a favorite in all five categories. (Ranged, Melee, Magic, Tank, Healer)
rogue/ninja was the class that finally clicked for me. i had started with archer/bard (not a good first class for a baby gamer such as myself), then tried arcanist, then thaumaturge. (i had my heart set on ranged dps, bc that was my happy place in what i'd played of swtor.) finally i caved and tried pugilist. it was comparatively much more beginner-friendly, but i wasn't killing things as fast as i'd like. "hey wait a sec," i thought. "didn't i unlock another melee dps class by accident via sidequest in limsa?" so i tried it out. idk about numbers or stats, but it certainly felt like i was doing more damage as a rogue. maybe it was just bc its positionals are all at the rear, so i could get the extra damage by running in circles around whatever i was fighting. maybe it was just the flashy, flippy attack animations distracting me from how long it actually took to kill things. maybe i had just finally reached an acceptable level of competence and familiarity with the gameplay.
whatever the case, i loved it and i loved the character i'd made for it. and i have this series to thank for spurring me to get back into this game and finish arr and heavensward. now i've gotta go back to the other characters i'd made for the other classes and buckle down and figure them out. (i have gotten the archer and the pugilist through base arr and am currently working on the thaumaturge)
(yes, i know i can have all the classes on one character, and i'm sure i'll do that eventually. i just had a lot of fun with the character creator bc of who i am as a person.)
Did not know that Scholar and Summoner both came from the same job. I guess that's why I never figured out where to unlock Scholar.
Just as a point of note, the SMN/SCH split isn't actually a 1.0 thing. Arcanist wasn't actually playable when the 1.0 servers shut down and was planned to be completely different than what we got in ARR.
The reason for the split is just because the team wanted to experiment and see what they could do with two jobs of different roles branching off of the same class…. I guess the answer was "it works well enough but maybe not the best idea going forward" considering they never did it again and keep taking them further appart lol.
Oh no, a bonus Durmin! Uh, time to put together a late breaking spoiler free lore comment! While Dan & the rest of the FFXIV Playfriends will cover what the class/jobs entail, I'll see if I can talk about some of the lore & story comes from the quests associated with them! This is gonna be hard for me, because… I don't play any of the combat classes hailing from Limsa
Marauder/Warrior! AKA "Local Eorzean too angry to die". One of the prominent job NPCs for Warrior is a Roegadyn named Curious Gorge, who educates the Warrior of Light in the ways of RAGE. Well, controlled rage. Losing oneself in a mindless, senseless rage is actually one of the possible drawbacks of tapping into the inner rage that powers the Warrior job, and Curious Gorge is here to help you master that ability. Since the Warrior is a tank, who's role is to grab the attention of all enemies, they also get an invulnerability ability, called Holmgang. Holmgang draws the enemy to the Warrior, binds them in chains, and for 6 seconds prevents the Warrior's HP from going below 1. After that 6 seconds? Well, good news! Warrior is known as one of the tanks with the best self healing in the game! But it's best to have a healer friend nearby for the big heals. Warrior is also notable for having some of the best DPS of the tanks, with abilities that guarantee crits for a short period!
Scholar & Summoner! Wait, hold on, first, we need to talk about the class that splits into these two jobs. Arcanist (which Alphinaud plays as) has a carbuncle friend to help with damage. The biggest thing about Arcanist is that even if you play as either Scholar or Summoner, you only get Arcanist experience. This means gaining a level in Scholar automatically gets you a level in Summoner, and vice versa. Scholar & Summoner both have their own job quests, and later role quests as Healer & Magic DPS, but all the exp goes in one pool. This means that they're a 2 for 1 deal!
Scholar is supposed to be a "field tactician" style of job, and many of the names of the abilities reflect this. As Dan notes, you get 2 fairies, and later, you can upgrade your fairy into a short lived super mode (Seraph). In the old days, each fairy has different abilities (long time Scholar players will need to go into detail on this). With some streamlining in the last couple of years, both fairies do the same thing now, as one fairy wasn't used much, as it was situational. Also, all healers get big regen bubbles, but with different effects. The job quests for Scholar deal with the ancient city of Nym, located in La Noscea. The Scholars will investigate what caused the fall of Nym, and the connection to one of the most dreaded enemies in Final Fantasy: The Tonberry.
Summoner.. is actually located in Gridania, but since Arcanist starts in Limsa, it makes sense to cover it here. If you like having a horn for headwear, this is your job. Prior to Endwalker, the Sumonner worked very differently. Initially, Summoners learn how to bring in Egi, which are miniature versions of ARR Primals, as Durmin shows off. You could do a quest to reskin the Egis as carbuncles, which are very cute (you can even control how large your summons are too!). After the Endwalker release, summoning one of the Egi will replace your default carbuncle, who is your usual companion. At level 90, the Egi are replaced by full sized summons, and this is generally viewed as AWESOME. The key NPC for teaching Summoner is Y'mhitra Ruhl, Y'shtola's half sister! Fun fact, Y'mhitra claims she's 26, and is Y'shtola's younger sister. Y'shtola claims to be 23 years old. So lying about your age is also a Miqo'te thing (she's probably in her early 30s). Y'mhitra helps figure out this whole method of summoning, which is pretty precarious, since summoning primals tends to be a bad thing.
Rogue/Ninja! Okay, so I was going to point this out when we got to the patch, but Durmin's forcing the issue. Rogue/Ninja was the first job added to the game after the ARR launch. The Rogue hideout is officially known as "Dutiful Sisters of the Edelweiss". These Rogues are not just ruffians in the pirate city, they are the arbiters of the Pirate's Code, and they are headed by Captain Jacke Swallow (no, I am not kidding). The Pirate's Code is NOT a guideline in Limsa Lominsa. Breaking the code can result in possible humiliation, evidence being turned over to the Yellowjackets, and even public display of one's corpse. The Rogues are secretive, but when they strike, they generally dress the aftermath to make perfectly clear what the violation of The Code was, and what fate befell the perpetrator to send a very clear message. Don't. Break. The Code. The Ninja questline, which starts at level 30, involves visitors from The Far East. We'll, get more into what they're doing here in Eorzea when Durmin arrives at that patch. I will state that the Ninja questline contains a surprising amount of comedy, on par with what you would expect from the Rogues.
Naruto run and front flip for the win.
8:00 A fun detail about Excogitation: It is applied at the same time as the damage that causes your health to drop below 50%. It's not commonly the case, but if someone happens to take a nasty attack that does, say, 80% of their max HP, and they've been hurt a little and only have, say, 70% left, despite the attack doing more damage than you have HP, Excogitation can still save you, as it takes effect BEFORE the game determines whether you are dead or not. It's not often this happens, but Scholar is my main healer and I play it a lot, and once or twice this detail has made the difference.
Minor correction about Summoner: For once, it's actually not a 1.0 thing! Arcanist was planned for 1.0 but was never implemented before the game relaunched. I was not playing at the time, but my understanding is that Arcanist was basically an experiment that the devs decided not to repeat. Summoner and Scholar used to be a lot more similar to each other, but over time each has drifted into its own direction.
So if Durmin leveled up each class, does that mean he'll get class-specific dialogue in Story Mode? I'm thinking specifically of a certain character who is first introduced in a class quest but becomes very story-relevant later on.
The weird thing about scholar (and sage) is that despite being shield/barrier healers, you try not to use the shields because most of your shielding takes the place of your damage cast rather than fitting between damage casts. Almost all of those between-cast abilities are regens or straight heals rather than shields. The shields are invaluable for the earlier days of the harder content where people will literally not survive every attack from full hp without shields on top of the damage reduction. For everything else, they're a safety net and you have plenty of tools to spare, so you're relying on regens way more than shields for most of the game's content. The fairy is also essentially a regen. Naturally, you do absolutely want to shield up while you can't do anything better, like before a boss starts.
Oh my gosh, that's where the bunny is from! I have a plush of it (because I love rabbits and it's a black mage bunny) and I've been trying to find it in the game! I thought it must be some obscure, unpopular minion or from 1.0.
Dan: "Summoners are the only dps job that has a resurrection spell!"
Red Mage: "Am I a joke to you?"
worth noting, if you are familiar with other MMOs (World of Warcraft); in FFXIV combat resurrection is part of the combat design, and mid-fight revives are very common. It's mostly limited by that long cast (and the substantial mana cost); casters get an ability on a cooldown called Swiftcast, and healers typically pair it with their revive spell, so you get one free revive but if two players go down either one player will stay dead until Swiftcast comes back up, or the healer find 7 seconds somewhere in the fight where they don't have to move. There's a bit of forgiveness built into the combat system.
Players who come back from death have a debuff that reduces their outgoing damage, to discourage the hardcore from damage-boosting their way through difficult fights.
I feel like the class/job thing could be justified if they all worked like arcanist/summoner/scholar does.
One thing i want to shoutout for, and that Dan didnt really cover here – Each class an Job is attached to the central lore of the game. That means that there are no jobs that just exist as a factor of this world.
Every single class and job in FFXIV draws from, is influenced by, and the influences the background and ongoing aspects of the story and setting of Eorzea. In fact, each and every job in the game has its own, multi-part quest and storyline that often expands upon aspects of the setting and lore of the main story quests. These range from "Pretty minor diversions" to "Having important aspects of world building", and reactions to the stories, while not every single one is loved, have direly-loved fan favourites.
Most everyone thinks that the Dark Knight 30-60 story line is some of the finest writing and characterization in the game, and when the head writer for that scenario – one "Natsuko Ishikawa" – was announced during a conference to be nothing less than lead writer on Shadowbringers, she recieved a standing ovation from the crowd that moved her to tears. She has additionally written some of the other most well received questlines and stories in the game even before becoming head writer.
FFXIV is a story game. Its full of stories and many, many, many of them are wonderful. And these stories are everywhere – in the games job systems, in side quests, in dungeons – i myself have been moved to tears by simple side quests that i just stumbled across in the field – side quests, which in other MMOs, would be a "We need medicine. Go to the troll village and steal 9 pots of Medicine." And this one dealt with loss of loved ones, depression and what losing a parent was truly like. In a simply, unmarked, standard looking dime a dozen side quest.
To those who havent played FFXIV and know why the fanbase has such faith and love for the game, Dan saying episode after episode "Dont worry, the story does get so, so much better", every single one of us whove played the game knows hes speaking nothing but gospel truth. And those stories are everywhere, and Dan is missing most of them. Not because he doesnt know theyre there, or because he thinks theyre poor, but because there are litterally hundreds of stories worth of content and time is a finite resource.
As someone who plays a summoner, the worst thing about the class is the stupid unicorn hat you wear. Luckily, even free players get to use Glamour, which lets you change the appearance of an item to one you own of a lower level, while still keeping the original item's stats. So my character can wear scientist glasses no matter what hat she's actually wearing.
I'd like to add in two quick things about ninja that werent mentioned:
using Hide resets your Mudra's cooldowns . so often times you use Hide between mob pulls to get your mudras back, then use your AOE ability to de-stealth so you arent moving slowly. thats about the only practical use for it.
and if anyone is concerned about never being able to use Trick Attack because it requires stealth and you cant stealth in combat (like I was), you evenually learn a ninjutsu that lets you use trick attack while not stealthed.
i love how you use the animations to act out as Durmin while explaining, very adorable
All the ninja skills are much simpler than they seem. 1 symbol you get throwing stars. 2 different symbols you get the second symbols attack type. Ten is the single target, chi is the AOE and Jin is single target with a self buff, 3 different symbols same as 2 but with added effects.
The whole "start as a base, then specialise" just gives me more SWTOR flashbacks. The Bounty Hunter could spec into the tankier Powertech or the DPS/Healy Mercenary, the Sith Warrior could become a Marauder or Juggernaut, etc etc. Though in SWTOR it was a very permanent decision, iirc.